GAMIFICATION AND KAZAKH LITERATURE: EDUCATION BASED ON GAME TECHNOLOGIES

Authors

  • Nurullayeva Jazira Navoi State University, Faculty of Languages 3rd year student, Kazakh language and literature

DOI:

https://doi.org/10.37547/

Keywords:

Gamification, Kazakh literature, educational technology, interactive learning, game-based learning.

Abstract

This article explores the role of gamification in teaching Kazakh literature and its impact on student engagement and comprehension. Gamification, or the integration of game elements into educational settings, enhances motivation, fosters active participation, and improves critical thinking skills. The paper discusses various game-based strategies, digital tools, and their applications in literature lessons. Special attention is given to the advantages and challenges of implementing gamification in Kazakh literature education.

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References

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining "Gamification." Proceedings of the 15th International Academic MindTrek Conference.

Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.

Kapp, K. M. (2012). The Gamification of Learning and Instruction. San Francisco: Pfeiffer.

UNESCO (2023). Innovative Teaching Strategies for Digital Learning. Paris: UNESCO Publications

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Published

2025-04-14

How to Cite

GAMIFICATION AND KAZAKH LITERATURE: EDUCATION BASED ON GAME TECHNOLOGIES. (2025). International Bulletin of Applied Science and Technology, 5(4), 112-115. https://doi.org/10.37547/

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